Commit Graph

15 Commits

Author SHA1 Message Date
Clément Foucault
4a03c5acf9 Revert "Fix GPU subdivision: Crash on adding subdivision surface modifier"
The fix does not fix the case of shaders comming from the OpenSubdiv API.

This reverts commit f5191b8760.
2022-04-20 21:32:03 +02:00
Clément Foucault
f5191b8760 Fix GPU subdivision: Crash on adding subdivision surface modifier
This was caused by the use of a reserved keyword macro that is not
directly used but causes an error on some compiler.

Change the occurences to not match the macros.
2022-04-20 09:12:02 +02:00
Campbell Barton
c3d36b7127 Cleanup: clang-format 2022-02-22 09:56:43 +11:00
Sergey Sharybin
8b4da9a191 Fix strict compilation warnings 2022-02-18 10:14:34 +01:00
Kévin Dietrich
4541249360 Fix compile error on MSVC
`uint` is POSIX type, use `GLuint` like for the rest of the code.
2022-02-17 15:15:46 +01:00
Kévin Dietrich
c5dcfb63d9 Fix T94881: GPU subdivision fails with high polycount coarse meshes
Coarse meshes with high polycount would show as corrupted when GPU
subdivision is used with AMD cards This was caused by the OpenSubdiv
library not taking `GL_MAX_COMPUTE_WORK_GROUP_COUNT` into account when
dispatching computes. AMD drivers tend to set the limit lower than
NVidia ones (2^16 for the former, and 2^32 for the latter, at least
on my machine).

This moves the `GLComputeEvaluator` from the OpenSubdiv library into
`intern/opensubdiv` and modifies it to compute a dispatch size in a
similar way as for the draw code: we split the dispatch size into a 2
dimensional value based on `GL_MAX_COMPUTE_WORK_GROUP_COUNT` and
manually compute an index in the shader.

We could have patched the OpenSubdiv library and sent the fix upstream
(which can still be done), however, moving it to our side allows us to
better control the `GLComputeEvaluator` and in the future remove some
redundant work that it does compared to Blender (see T94644) and
probably prepare the ground for Vulkan support. As a matter of fact,
this patch also removes the OpenGL initialization that OpenSubdiv would
do here. This removal is not related to the bug fix, but necessary to not
have to copy more files/code over.

Differential Revision: https://developer.blender.org/D14131
2022-02-17 13:14:19 +01:00
Ray Molenkamp
bbd0c4118b Fix: Build issue with MSVC
std::min was used without including the algorithm
header. Seems to be implicitly included by
something in newer MSVC versions and GCC, however
vs16.4 needed a little help here.
2022-01-04 07:15:51 -07:00
Kévin Dietrich
eed45d2a23 OpenSubDiv: add support for an OpenGL evaluator
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.

When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).

This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.

We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.

In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.

Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).

See patch description for benchmarks.

Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport

Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:35:54 +01:00
Jacques Lucke
a3ad5abf2f Allocator: simplify using guarded allocator in C++ code
Using the `MEM_*` API from C++ code was a bit annoying:
* When converting C to C++ code, one often has to add a type cast on
  returned `void *`. That leads to having the same type name three times
  in the same line. This patch reduces the amount to two and removes the
  `sizeof(...)` from the line.
* The existing alternative of using `OBJECT_GUARDED_NEW` looks a out
  of place compared to other allocation methods. Sometimes
  `MEM_CXX_CLASS_ALLOC_FUNCS` can be used when structs are defined
  in C++ code. It doesn't look great but it's definitely better. The downside
  is that it makes the name of the allocation less useful. That's because
  the same name is used for all allocations of a type, independend of
  where it is allocated.

This patch introduces three new functions: `MEM_new`, `MEM_cnew` and
`MEM_delete`. These cover the majority of use cases (array allocation is
not covered).

The `OBJECT_GUARDED_*` macros are removed because they are not
needed anymore.

Differential Revision: https://developer.blender.org/D13502
2021-12-17 15:42:28 +01:00
Kévin Dietrich
444971aa8e Cleanup: typos in comments. 2021-11-28 19:05:22 +01:00
Kévin Dietrich
ab09844be8 Cleanup: typos in code and comments.
No functional changes.
2021-09-25 09:31:00 +02:00
Piotr Ostrowski
53f20b940a Subdivision Surfaces: add option disable using the limit surface
This makes subdivision surfaces compatible with the old subdivision
surface modifier and other applications that do not use the limit surface.

This option is available on the Subdivision Surface modifier.

Differential Revision: https://developer.blender.org/D8413
2020-09-30 16:39:02 +02:00
Sergey Sharybin
444ca1a117 OpenSubdiv: Refactor, move utils to base
Also split them across utilities and types.
2020-05-27 12:07:16 +02:00
Sergey Sharybin
98197343e8 OpenSubdiv: Cleanup, use C++ range based loop
Avoid indirection via define.
2020-05-27 12:07:16 +02:00
Sergey Sharybin
4886a704b3 OpenSubdiv: Refactor, move evaluator to own folder 2020-05-27 12:07:16 +02:00